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Articles

Exploring the impact of gamification on student engagement and involvement with e-learning systems

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Pages 1244-1257 | Received 03 Jul 2018, Accepted 21 May 2019, Published online: 07 Jun 2019

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Charles Baah, Irene Govender & Prabhakar Rontala Subramaniam. (2023) Exploring the role of gamification in motivating students to learn. Cogent Education 10:1.
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Lakshmi Krishnamoorthy & Zahira Merchant. (2023) Applying persuasive techniques in an online learning environment: A mixed-method study. Pedagogical Research 8:2, pages em0156.
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FX. Risang Baskara. (2023) Chatbots and Flipped Learning: Enhancing Student Engagement and Learning Outcomes through Personalised Support and Collaboration. IJORER : International Journal of Recent Educational Research 4:2, pages 223-238.
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Mansour Saleh Alabdulaziz. (2023) Escape rooms technology as a way of teaching mathematics to secondary school students. Education and Information Technologies.
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Nilüfer Zeybek & Elif Saygı. (2023) Gamification in Education: Why, Where, When, and How?—A Systematic Review. Games and Culture, pages 155541202311586.
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Fahd Kamis Alzahrani & Waleed Salim Alhalafawy. (2023) Gamification for Learning Sustainability in the Blackboard System: Motivators and Obstacles from Faculty Members’ Perspectives. Sustainability 15:5, pages 4613.
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Luis R. Murillo-Zamorano, José Ángel López-Sánchez, María José López-Rey & Carmen Bueno-Muñoz. (2023) Gamification in higher education: The ECOn+ star battles. Computers & Education 194, pages 104699.
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Irene Cortés-Pérez, Noelia Zagalaz-Anula, María del Carmen López-Ruiz, Ángeles Díaz-Fernández, Esteban Obrero-Gaitán & María Catalina Osuna-Pérez. (2023) Study Based on Gamification of Tests through Kahoot!™ and Reward Game Cards as an Innovative Tool in Physiotherapy Students: A Preliminary Study. Healthcare 11:4, pages 578.
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Zamzami Zainuddin, Rasyidin Rasyidin, Zanzibar Zanzibar, Fidhia Aruni & Nurmasyahyati Nurmasyahyati. (2023) Andragogical principles in a gamification concept: how does it work for adult learners in an online class?. Journal of Applied Research in Higher Education.
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Mónica R. Tamayo, Diego Cajas & David D. Sotomayor. 2023. Applied Technologies. Applied Technologies 177 190 .
Rand Hussein, Rosemary Killeen & Kelly Grindrod. (2022) Effectiveness of social giving on the engagement of pharmacy professionals with a computer-based education platform: a pilot randomized controlled trial. BMC Medical Education 22:1.
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S. Supraja, Sophia Tan, Fun Siong Lim, Beng Koon Ng, Shen Yong Ho & Andy W. H. Khong. (2022) Freshmen Orientation Program Using Minecraft: Designed by Students for Students during the Covid-19 Pandemic. Freshmen Orientation Program Using Minecraft: Designed by Students for Students during the Covid-19 Pandemic.
Carlos Arturo Torres-Gastelu, Alexis Olguin-Barrera & Joel Angulo-Armenta. (2022) Perception of young university students on the acceptance of gamification in the learning process. Perception of young university students on the acceptance of gamification in the learning process.
Saurabh Gupta & Priyanka Priyanka. (2022) Gamification and e-learning adoption: a sequential mediation analysis of flow and engagement. VINE Journal of Information and Knowledge Management Systems.
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Somayyeh Nadi-Ravandi & Zahra Batooli. (2022) Gamification in education: A scientometric, content and co-occurrence analysis of systematic review and meta-analysis articles. Education and Information Technologies 27:7, pages 10207-10238.
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Flourensia Sapty Rahayu, Lukito Edi Nugroho, Ridi Ferdiana & Djoko Budiyanto Setyohadi. (2022) Motivation and Engagement of Final-Year Students When Using E-learning: A Qualitative Study of Gamification in Pandemic Situation. Sustainability 14:14, pages 8906.
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Santiago Pozo-Sánchez, Georgios Lampropoulos & Jesús López-Belmonte. (2022) Comparing Gamification Models in Higher Education Using Face-to-Face and Virtual Escape Rooms. Journal of New Approaches in Educational Research 11:2, pages 307.
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Zamzami Zainuddin, Amru Alba, Taufik Gunawan, Dicky Armanda & Ana Zahara. (2022) Implementation of gamification and bloom’s digital taxonomy-based assessment: a scale development study with mixed-methods sequential exploratory design. Interactive Technology and Smart Education.
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Ilias Logothetis, Anastasios Kristofer Barianos, Alexandros Papadakis, Eirini Christinaki, Orestis Charalampakos, Iraklis Katsaris, Michail Kalogiannakis & Nikolas Vidakis. 2022. The Digital Folklore of Cyberculture and Digital Humanities. The Digital Folklore of Cyberculture and Digital Humanities 206 229 .
Maziel Arauz, Carmen Fuentealba, Raphael Vanderstichel, Pompei Bolfa, Fortune Sithole, Antoine Laws & Oscar Illanes. (2022) Development and Application of an Interactive Neuropathology iBook as a Complementary Learning Tool for Veterinary Medicine Students. Journal of Veterinary Medical Education 49:3, pages 353-362.
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Awaz Naaman Saleem, Narmin Mohammed Noori & Fezile Ozdamli. (2021) Gamification Applications in E-learning: A Literature Review. Technology, Knowledge and Learning 27:1, pages 139-159.
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Souha Bennani, Ahmed Maalel & Henda Ben Ghezala. (2021) Adaptive gamification in E‐learning: A literature review and future challenges. Computer Applications in Engineering Education 30:2, pages 628-642.
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Rita Yusri, Adel Abusitta & Esma Aïmeur. (2020) Teens-Online: a Game Theory-Based Collaborative Platform for Privacy Education. International Journal of Artificial Intelligence in Education 31:4, pages 726-768.
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Renata Pereira Oliveira, Cristina Gomes de Souza, Augusto da Cunha Reis & Wallice Medeiros de Souza. (2021) Gamification in E-Learning and Sustainability: A Theoretical Framework. Sustainability 13:21, pages 11945.
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Jacqueline Forte-Celaya, Luis Ibarra & Leonardo David Glasserman-Morales. (2021) Analysis of Creative Thinking Skills Development under Active Learning Strategies. Education Sciences 11:10, pages 621.
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George John, Nidhish Francis & Abishek B. Santhakumar. 2021. Handbook of Research on Future of Work and Education. Handbook of Research on Future of Work and Education 329 341 .
Mageswaran Sanmugam. (2021) Exploring the existence and variation of Game Player Traits among Undergraduate students in Malaysia. Exploring the existence and variation of Game Player Traits among Undergraduate students in Malaysia.
Paula Bitrián, Isabel Buil & Sara Catalán. (2021) Enhancing user engagement: The role of gamification in mobile apps. Journal of Business Research 132, pages 170-185.
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Hossein Hossein-Mohand, Juan-Manuel Trujillo-Torres, Melchor Gómez-García, Hassan Hossein-Mohand & Antonio Campos-Soto. (2021) Analysis of the Use and Integration of the Flipped Learning Model, Project-Based Learning, and Gamification Methodologies by Secondary School Mathematics Teachers. Sustainability 13:5, pages 2606.
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Manuel Trinidad, Alejandro Calderon & Mercedes Ruiz. (2021) GoRace: A Multi-Context and Narrative-Based Gamification Suite to Overcome Gamification Technological Challenges. IEEE Access 9, pages 65882-65905.
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Zamzami Zainuddin, Samuel Kai Wah Chu, Muhammad Shujahat & Corinne Jacqueline Perera. (2020) The impact of gamification on learning and instruction: A systematic review of empirical evidence. Educational Research Review 30, pages 100326.
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Yeliz TUNGA & Mustafa Murat İNCEOĞLU. (2020) E-Öğrenme Ortamlarında Oyunlaştırma Kullanımının Öğrenenlerin Akademik Başarısına ve Derse Katılım Durumuna Etkisinin İncelenmesi. Celal Bayar Üniversitesi Sosyal Bilimler Dergisi, pages 339-356.
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Robert Costello. 2020. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education. Gamification Strategies for Retention, Motivation, and Engagement in Higher Education 62 94 .

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